Refactor code structure for improved readability and maintainability
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@@ -214,6 +214,7 @@ namespace BaseGames.Enemies
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private IEnumerator PhaseTransitionCoroutine(int targetPhase, float duration)
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{
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IsPhaseTransitioning = true;
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OnBeginPhaseTransition(targetPhase);
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// 打断技能 + 停止移动
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_skillExecutor?.InterruptCurrentSkill();
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@@ -232,8 +233,7 @@ namespace BaseGames.Enemies
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_phaseTransitionCoroutine = null;
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}
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/// <summary>
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/// 立即终止阶段过渡协程并清除标志位。
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/// <summary>立即终止阶段过渡协程并清除标志位。
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/// 死亡时调用,防止 IsPhaseTransitioning 永久为 true 影响对象池复用。
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/// </summary>
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private void AbortPhaseTransition()
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@@ -246,6 +246,12 @@ namespace BaseGames.Enemies
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IsPhaseTransitioning = false;
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}
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/// <summary>
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/// 阶段过渡开始时回调(子类可重写以触发演出动画或特殊逻辑)。
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/// 在无敌帧等待之前调用。
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/// </summary>
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protected virtual void OnBeginPhaseTransition(int targetPhase) { }
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/// <summary>检查当前 HP 是否低于指定百分比(0~1)。</summary>
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public bool IsHPBelow(float ratio)
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{
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